Component:Projection360Material

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Component image 
Projection360 Material component as seen in the Scene Inspector

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
_shader Shader Internal.
Texture ITexture2D The texture to debug data for.
SecondaryTexture ITexture2D Template:Material SecondaryTexture
Cubemap Cubemap Template:Material Cubemap
SecondaryCubemap Cubemap Template:Material SecondaryCubemap
CubemapLOD Nullable`1<Float> Template:Material CubemapLOD
TextureLerp Float Template:Material TextureLerp
Projection Mode Template:Material Projection
FieldOfView Float2 the field of view of the Depth data.
AngleOffset Float2 Template:Material AngleOffset
PerspectiveFieldOfView Float2 Template:Material PerspectiveFieldOfView
PerspectiveAngleOffset Float2 Template:Material PerspectiveAngleOffset
Tint ColorX The color to multiply or tint by for the entire material.
Exposure Float How much exposure or brightness should be given to the sky.
Gamma Float the gamma effect.
TintTexture ITexture2D Template:Material TintTexture
TintTextureScale Float2 Template:Material TintTextureScale
TintTextureOffset Float2 Template:Material TintTextureOffset
TintTextureMode TintMode Template:Material TintTextureMode
Tint0 ColorX Template:Material Tint0
Tint1 ColorX Template:Material Tint1
OutsideMode Outside Template:Material OutsideMode
OutsideColor ColorX Template:Material OutsideColor
TextureOffset Float2 How much to shift around the position of the different texture maps.
TextureScale Float2 How much to scale up or down the different texture maps.
StereoTextureTransform Bool Whether a texture on the surface should appear different in the right eye.
RightEyeTextureOffset Float2 The override for texture in the right eye for offset.
RightEyeTextureScale Float2 The override for texture in the right eye for scale.
Sidedness Sidedness Render on both sides of the mesh, front, or back.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
ZTest ZTest Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
OffsetFactor Float how much this material should be pushed forwards or backwards on the depth buffer factor wise
OffsetUnits Float how much this material should be pushed forwards or backwards on the depth buffer unit wise
MaxIntensity Nullable`1<Float> Template:Material MaxIntensity
Rect Rect See RectClip on Materials.
RectClip Bool Toggles if the material should use Rect
ColorMask ColorMask What colors behind the material should make it through the filter.
OffsetTexture ITexture2D The texture used to offset the positions of pixels.
OffsetMask ITexture2D Template:Material OffsetMask
OffsetTextureOffset Float2 How much to offset the detail of the OffsetTexture
OffsetTextureScale Float2 How much to scale the detail of the OffsetTexture
OffsetMagnitude Float2 How much to amplify the offset effect.
StencilComparison StencilComparison See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
RenderQueue Int changes at which point a material renders on the render stack

Mode

Values
Name Value Description

OutsideMode

Values
Name Value Description

TintMode

Values
Name Value Description

Usage

Examples

See Also